

float4x4		matrix_modelviewprojection : WORLDVIEWPROJECTION;


struct VS_OUTPUT
{
	float4		oPos 	: SV_POSITION;
	float4		oColor  : TEXCOORD0;
};

struct VS_INPUT
{
	float4		iPos	: POSITION;
	float4		iColor  : COLOR;
};


VS_OUTPUT vs_depth( VS_INPUT In )
{
	VS_OUTPUT Output;
	Output.oPos = mul( matrix_modelviewprojection, In.iPos );
	Output.oColor = In.iColor;

	return Output;
}

float4 ps_depth( VS_OUTPUT Input ) : SV_TARGET0
{
	return Input.oColor;	
}




technique11 depthpass
{
	pass P0
	{
		SetVertexShader( CompileShader( vs_4_0_level_9_3, vs_depth() ) );
		SetPixelShader( CompileShader( ps_4_0_level_9_3, ps_depth() ) );
	}
}



